Analytics & ROI Anyone?

Gamification is all about ROIs... and anaytics

Since Gamification can be leverage across various industries, we have gathered the most interesting ones for you, per fields of use, along with their ROI stats, that they gathered based on analytics, as well as figures so that you can see firsthand the huge impact it is bringing to businesses.

The information gathered below is not new and many of these examples and lists can be seen on other websites.

Ford Canada: gamified it’s learning portal for employees andincreased actions per user by 100% within 5 weeks

Deloitte: training programs that are gamified took 50% less time to complete and massively improved longterm engagement

Google: designed a Travel Expense System resulting in close to 100% of employee compliance for travel expenses

Astra Zeneca: gamified medicine training gets 97% of their large network of agents to participate, with a 99% Completion Rate

Spotify and Living Social: replaced annual reviews with a mobile, gamified solution with over 90% of employees participatingvoluntarily

Slalom Consulting: participation of employee name recognition program increased from 5% to 90%, and recognition scores improved from 45% to 89%

Onmicare: introduces gamification to its IT service desk, getting a 100% participation rate from teams members

CaLLogix: reduces attrition by 50% and absenteeism by 80%. The company saves $380,000 per year

Blueshield’s Wellivolution: Team gamified system resulted in 80% of employees participating in at least one wellness program, and 50% of employees dropped smoking behavioral

Playboy: in its Miss Social game, 85% of their users play more than once, with 50% returning a month later, resulting in a 60% increase in monthly revenue

Investorville: with a property-investing game, Australia’s Commonwealth Bank created 600 new loans

Lawley Insurance: with a 2-week contest, the company closed more sales than the previous 7 months combined

Domino’s Pizza: created the gaming app Pizza Hero and increased sales revenue by 30% by letting customers create their own pizza with an app

Moosejaw, clothing company, that used an innovative gamified system that saw 76% of sales revenue come from gamified activities, including 240k social media impressions, resulting in a 560% ROI from initial marketing expenditures

Teleflora gamified its store with a social engagement scheme offering points for actions, increasing traffic from Facebook by 105% and conversion rates by 92%

Extraco Bank: raised customer acquisition by 700% through gamified system increased their conversion rate by 18% with a 3000% lift in total number of click-per-buy

Microsoft: improved it’s translations for Windows OS through the Language Quality game with over 900 employees completing 26,000 tasks with 170 additional errors reported  got a 26% response rate from teen audience to a scavenger hunt game

Leadership Academy: within three months, daily visitors increased by 46.6% with one user earning the Leadership Academy Graduate Badge, which was expected to take 12 months

OpenText: implementation of a leaderboard contributed to a 250% increase in business usage and adoption

Volkswagen: got 33 million webpage hits and 119,000 ideas through its People’s Car Project that lets people design their “perfect car”

Samsung Nation500% increase in customer product reviews, and 66% increase in site’s visits when using a gamified system

Beta One: Microsoft’s Testing Division get a 400% increase in participation for the pre-release testing

Bottle Bank Arcade: gamified bottle bank was used 50 times more than conventional bottle bank.

The World’s Deepest Bin132% more trash collected compared to conventional bin

Piano Stairs: 66% more of people use the stairs, if they can produce music with it

Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed

Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year

Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site

Nextjump: uses gamification to get 67% of their employees to go to the gym

Keas: employment wellness program that increased employee engagement with healthy activities by 10,000% (100x)

OPower: reduced measurable energy consumption by over $100M

Bell Media: increased customer retention by 33% by incorporating “social loyalty” rewards on its website uses game mechanics to increase user engagement through real-time notifications and activity streams, increasing answered questions by 23% and votes by 58% implemented a social loyalty program, rewarding users with tangible gifts such as concert tickets and led to weekly activity increase by 59%

American Express: the company has gotten over 2 millions likes on Facebook through their Nextpedition gamified system

Buffalo Wild Wings: the campaign generated more than 100 million social impressions on SN, as well as a 500% increase in participation rate

Marketo: layered a game platform on their community and saw a71% lift in daily activities, 36% increase in ideas submitted and 48% increase in question replies.

Joiz: a Swiss television network increased sharing by 100% and social referral traffic by 54% with social infrastructure and gamification technologies

Beat the GMAT: students increase their time spent on site by 370% through a gamified system

OTT, an e-learning provider, increased by 65% user engagement, with some users peaking at over 300%, by adding a reward system

Deloitte Leadership Academy, an executive training program, increased by 46.6% the number of users that returned daily to their platform by embedding gamification mechanics into it

Stray Boots & A.L.Penenberg: the professor taught journalism through gamification and saw student grades increase by more than a letter grade

Devhub: a place for Web developers, added gaming feedback and watched in awe as the percentage of users who finished their sites shot up from 10% to 80%

Foldit: gamers have solved a 15-Year AIDS Virus Protein problem within 10 days

Scientific research related to the effect of Gamification

  • Research findings support the impact of levels, badges and a (dummy) feedback system connected to a study course, results were significant, with 18.5% higher average grade for students enrolled in the gamified course. (read more)
  • Research findings support the impact of levels, points, leaderboards, streaking and visual storytelling to improve participation in crowdsourced assessments. Results were significant with an increase of 347% of participants returning for recurrent participation. (compared to control group) (read more)
  • Research findings support the impact of point based levels (Status titles) and leaderboards to IBM’s internal social network service. Short term impact showed 92% increase in comments posted, within this research long term engagement was also measured and  an increase of 299% more comments posted was found compared to the control group. (read more)
  • A subsequent research in the same social network service above showed the effects of removing the point based levels, status titles and leaderboards. The removal of the game mechanics showed a significant result as across the board activities on the social network service dropped by 52%. 
  • Research findings support the impact of narrative, leaderboards and countdown timers to an online training. Results were significant with a 61% increase in participation for an online training. (read more)
  • Research findings support the impact of narrative, levels, quests, countdown timers, immediate feedback, guidance systems, visual story telling, surprise events and flow (matching ability and difficulty) to an online tutorial. Results were significant with users learning via the gamified tutorial showing increased ability by finishing tasks 135% faster compared to the control group. Additionally the users expressed much higher satisfaction in regards to using the system. (read more)